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    <title>国王奋战 - King's Perfect War</title>


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            <!--Name-->军种
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            <!--Stage-->衔级
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            <!--SC Cost-->需要
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            <!--Base ATK|HP-->基础 攻击|生命
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            <!--Empower a base unit to the specified stage using Soul Crystals. The highest empowered units will train first. You can't empower more units than you have bought.-->
            授衔一个基础部队可将其提升至特定等级，这需要使用魂晶。最高衔级的部队将优先受训。提升等级值不能大于不睡数量值。
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                <!--Info-->资料
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                <!--Story-->故事
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                    <!--Overview-->概览
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                    <!--Gameplay-->玩法
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                    <!--Economy-->经济
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                    <!--War Map-->地图
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                    <!--Units-->部队
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                    <!--King's Stats-->状态
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                    <!--Auras-->光环
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                    <!--Growth-->成长
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                    <!--Blessings-->祝福
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                <div id="infoBox0">
                    <div class="title">
                        <!--Overview-->概览
                    </div>
                    <!--
                        Welcome to King's Perfect War! The goal of this game is to clear each map to unlock the next one. Currently there are <div id="mapCount"></div> total maps to clear!<br/><br/>
                        To clear a map, you must kill all enemies in hideouts. To kill enemies, you need units. To get units, you need an economy. So, roughly, in each map you will build an economy, build units, and send units to to clear out the hideouts.<br/><br/>
                        However, you can't wait around for economy or units - you have to be exact, because you have a time limit in the form of Mana. You lose 10 mana per second, and you have until 0 mana to clear the map. Some hideouts and dungeons give mana as a reward, to keep the level going longer.<br/><br/>
                        The map resets if you press the reset button, your mana runs out, your king dies, or an enemy unit is in your castle with no defenders. When the map resets, all lists will start over and your resources will be set to the level's default values.<br/><br/>
                    -->
                    欢迎来到【国王奋战】的游戏世界！游戏的目标是完成每一张地图来解锁下一张图。当前共有 
                        <div id="mapCount"></div>
                    张地图可以探索！
                    <br/><br/>
                    要完成地图，你必须消灭所有巢穴中的敌人。要消灭敌人，你需要部队。要得到部队，你需要经济来源。就是这样，在每个地图中，你得构建一个经济来源，创建部队，然后发送部队去清除敌人的巢穴。
                    <br/><br/>
                    无论如何你不能等待经济或部队自然成长——你必须保持精确，因为你的法力只给行程提供了一点点时间。你每秒钟会失去10点法力，在降至0点之前必须完成地图。有些地牢和巢穴会奖励法力点，来使行程时间稍稍充裕些。
                    <br/><br/>
                    当你按下重新开始、或你的法力消耗殆尽、或是你的国王死亡、又或者你的城堡里有敌人而你却没有防御部队，地图就会重置。当地图重置，所有的行程将重新开始，你的资源也将重置为相应级别的默认值。
                    <br/><br/><br/><br/>
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                        <!--Gameplay-->玩法
                    </div>
                    <!--
                        Click the options wheel in the Info Box to see when the game pauses automatically. These options are:
                    -->
                    点击信息框中的符标
                        <span class='fa fa-cog clickable'></span>
                    来查阅游戏何时自动暂停。选项有如下三种：
                    <ul>
                        <li>
                            <!--
                                Pause before restart - when you lose, no matter how, the game will pause just before it's about to restart. Look at the Reason for restart for why your loop ended.
                            -->
                            轮回暂停 - 当你失败的时候，或任何情况下，游戏会在重新开始前暂停。
                        </li>
                        <li>
                            <!--
                                Pause when next list is empty - When any of the 3 lists completes their non-sleep actions, the game will pause.
                            -->
                            中断暂停 - 当行程表中的任何一个结束一项非睡眠行动时，游戏会暂停。
                        </li>
                        <li>
                            <!--
                                Pause when a place is cleared - The place types are your castle, dungeons, and hideouts. When your units finish killing any enemy units found there, the game pauses.
                            -->
                            清洗暂停 - 当部队清洗类似城堡、地牢、巢穴之类地点后，游戏会暂停。
                        </li>
                    </ul>
                    <!--
                        Bonus Ticks are gathered either when the game is paused or the game is offline, getting .8 Bonus Ticks per second. Click the >>>> button to spend bonus ticks to speed up the game 4x faster until you run out. It's better to keep things running rather than paused!<br/><br/>
                        You can add actions to your list, but if the loop has already started you can't edit things that already happened. Similarly, clearing the current list only clears actions that haven't been run. You can restart and then Clear Current List to truly clear it.<br/><br/>
                        You can also right click an action to immediately add it to the list.
                    -->
                    游戏在暂停或者离线时会获得【奖钟】的奖励，每秒获得0.8奖钟。点击按钮
                        <span class='button'>>>></span>
                    可以花费奖钟使行程以4倍速进行直至加速秒用尽：其实让游戏持续进行要好过故意暂停来攒取加速秒！
                    <br/><br/>
                    你可以向行程表中加入行动项，但如果行程已开始、你不能编辑已执行的行动。同样，清除行程表只会清除未执行的行动。你可以重新启动轮回，然后清除行程表来真正清除它。
                    <br/><br/>
                    你也可以尝试用右键点击一个行动来立即加入行程表。
                    <br/><br/><br/><br/>
                </div>
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                        <!--Economy-->经济
                    </div>
                    <!--
                        Hire Beggar is the cheapest way to get gold income. When the action completes, you'll start receiving gold per second. The cost increases linearly - the first requires 50 gold, the second 100, the third 150, etc.<br/><br/>
                        Gold is used to get wood income. Wood income is treated the same as gold. Wood income is used to build unit buildings and units.<br/><br/>
                        As long as you've won the map (cleared all hideouts), any additional gold you have when the game resets becomes Soul Crystals at a rate of 10k gold to 1 Soul Crystal. Use Soul Crystals to empower units in the empowerment menu.<br/><br/>
                    -->
                    雇佣乞丐是最容易获得金子的途径。当行动完成、你将开始每秒都能获得金子。成本递增——第一个需要50金、第二个100金、第三个150金，以此类推。
                    <br/><br/>
                    金子可用来获取木材收入。木材的收入和金子一样。木材用于建造部队及设施。
                    <br/><br/>
                    完成地图并重置时，富余的黄金将以10万黄金对1魂晶的比率转换为魂晶。使用魂晶可以在授衔菜单中提升部队。
                    <br/><br/><br/><br/>
                </div>
                <div id="infoBox3" style="display:none;">
                    <div class="title">
                        <!--War Map-->地图
                    </div>
                    <!--
                        Each place in the War Map can contain units and enemies. Dungeons and Hideouts have a reward as well, and sometimes have a unique reward. The unique reward can only be acquired once, ever, while the regular awards are given every time you clear the place.<br/><br/>
                        The map is arranged on a 190 x 100 grid, and then translated to the UI. Each place shows its coordinates in the upper right. All units move a default speed of 2 distance towards their target per 1 mana.<br/><br/>
                        In later levels, some places have a dark unit icon under them with a timer. When the timer runs down, they will send units to attack your castle. Defend against them or you'll lose!<br/><br/>
                        The War Map is finished when all Hideouts have been destroyed. Dungeons are not necessary to clear in order to win.<br/><br/>
                    -->
                    地图中每个地点都以有部队和敌人。地牢和巢穴也有奖励，有时甚至可能会有特别奖。特别奖只有一次，而常规奖励当你每次清洗地点后都可以获得。
                    <br/><br/>
                    地图纵横是190x100个点。每个地点都会在右上角显示其坐标。所有部队默认速度是每1点法力向目标移动2个点的距离。
                    <br/><br/>
                    在后面的关卡中，有些地点的图标下方会有一个计时条和一个黑色的部队标记。当计时条走满，敌人会派出部队攻击你的城堡。防御他们，否则你会输掉关卡！
                    <br/><br/>
                    当所有的巢穴都被清洗后、地图就完成了。不需要清洗地牢也可以取胜。
                    <br/><br/><br/><br/>
                </div>
                <div id="infoBox4" style="display:none;">
                    <div class="title">
                        <!--Combat-->部队 - 战斗
                    </div>
                    <!--
                        When your units are in the same place as enemy units, they'll attack! Every two seconds, both armies will deal damage at the same time. Damage will be dealt to unit types with the lowest max HP first.<br/><br/>
                        Every enemy unit has an amount of EXP associated with it. When the unit is killed, the King gains that EXP permanently.
                    -->
                    当你的部队和敌人的部队处在同一个地点时、只有战斗！每两秒钟，两军将同时造成出手。最大生命值较低的部队将先受到伤害。
                    <br/><br/>
                    每股敌军部队都有经验属性。当这些部队被消灭时，国王可以获得经验值。
                    <br/><br/><br/><br/>
                </div>
                <div id="infoBox5" style="display:none;">
                    <div class="title">
                        <!--King's Stats-->统计
                    </div>
                    <ul>
                        <li>
                            <!--
                                CAP - Reflex Cap: The highest value you can Train towards. This permanently increases by 2 when the King gains a level.
                            -->
                            领导：影响你的部队授衔时的最高衔级。国王每升一级，这个值增加2。
                        </li>
                        <li>
                            <!--
                                RFLX - Reflex: The king has atk equal to RFLX and hp equal to 10 * RFLX, before other bonuses. RFLX resets to its default value every loop.
                            -->
                            天赋：没有奖励加成的时候，国王的攻击力等于天赋、生命值等于天赋的十倍。
                        </li>
                        <li>
                            <!--
                                GAIN - Reflex Gain: The amount you will gain with the next Train action.
                            -->
                            进取：影响下一次训练行动所能获得的收益。
                        </li>
                        <li>
                            <!--
                                INT - Intelligence: Improved by the growth action Study. Improves the Direct Workers Aura. Every 1 INT also increases the amount of bonuses you keep in Blessings (starting at 4). Every 2 INT also increaes the amount of bonuses you keep in Chat (starting at 2).
                            -->
                            智力：通过研究获得提升。提高【指导工人】的光环效果。达到2点后会增加【聊天】效果。达到4点后会增加【祝福】效果。
                        </li>
                        <li>
                            <!--
                                WIS - Wisdom: Improves the rate of the growth action Study. Find unique rewards to increase it.
                            -->
                            精神：提高研究速度。【特别奖】可以提升这个能力。
                        </li>
                        <li>
                            <!--
                                CHA - Charisma: Improved by the growth action Chat. Improves the Oversee Market and Commune with Forest Auras. Improves Chat. See the Growth info for more details about Chat.
                            -->
                            魅力：通过【聊天】提升这个能力。改善巡查市场、感受森林、聊天。有关聊天的更多详细信息，请参阅成长信息框。
                        </li>
                    </ul>
                </div>
                <div id="infoBox6" style="display:none;">
                    <div class="title">
                        <!--Auras-->光环
                    </div>
                    <!--
                        The King's presence inspires his workers to do great things. Unfortunately, the King has to be present, and there are many other places that demand his attention. The King can only have one Aura active at a time, but only needs the action once for the Aura to remain on (until Aura change or reset). The Aura is applied and starts working the same mana tick that the Aura action starts. If the King leaves his castle (to attack units), the Aura will stop working (shown by dimming) until the King comes back.<br/><br/>
                        Oversee Market and Commune with Forest behave similarly - the first affects gold gain per second, and the second affects wood gain per second. The bonus applied is equal to (1.95 + CHA / 20).<br/><br/>
                        When Direct Workers is on, the completion speed of every action in Castle is multiplied by (1.5 + INT / 100). However, INT can change slowly, shortening your castle completion actions - maybe even trying to build something before you have resources, which ruins your list. To prevent this from happening while you're away, there is an option to keep the build value the same until you modify it. You can set this value between 1.5 and (1.5 + INT / 100).
                    -->
                    国王的出现激励了他的工人们。不幸的是，国王必须逗留在现场，可还有那么多地方需要他的关注呀。国王一次只能激活一种光环，但必须行动一次才能电亮光环（直到光环改变或重置）。应用光环并开始使用与光环操作开始时相同的法力标记。如果国王作为攻击部队离开了城堡，光环在国王回来前将停止工作（暗淡显示）。
                    <br/><br/>
                    【巡查市场】和【感受森林】差不多，前者影响每秒金子收益，后者影响每秒木材收益。奖励值等于（1.95+魅力值/20）。
                    <br/><br/>
                    当【指导工人】开启时，城堡中每个动作的完成速度乘以（1.5+int/100）。然而智力会慢慢地提升、减少你的城堡行动时间——甚至可能在拥有足够的资源之前就允许你尝试建造一些东西，这会破坏你的计划。为了避免在你不在时发生这种情况，可以选择维持建造效率，直到它被修改。你可以将该值设置在1.5和（1.5+智力/100）之间。
                    <br/><br/><br/><br/>
                </div>
                <div id="infoBox7" style="display:none;">
                    <div class="title">
                        <!--Growth-->成长
                    </div>
                    <!--
                        Train: Your physical body resets every loop, but you get better and better at recovering muscle memory. When Train completes, your RFLX is increased by GAIN. GAIN is 2% of the difference between RFLX and CAP.<br/><br/>
                        Chat: Each map has a max number of people to talk to. When you complete the action, you get rapport until the person has shared their secrets, and introduces you to the next person. In each loop, you must start with the easiest people to talk to.<br/><br/>
                        Every person has a difficulty modifier. The first person's difficulty is decided by the level, and each person after has +0.1 difficulty. You need (10 * difficulty) rapport per person to get their secrets.<br/><br/>
                        If the difficulty is higher than your CHA, you need an additional ((difficulty - CHA)^2)*5 rapport. However, upon completion you gain CHA equal to (difficulty - CHA)/10, rounded up to the nearest hundredth. For example, if you have 2 CHA and finish talking to someone with a difficulty of 3, your CHA will raise to 2.1. If you finish talking to them again, your CHA will raise to 2.19.<br/><br/>
                        You gain rapport equal to your CHA, but with a bonus if you've finished talking to them before. Because you remember the conversations, you get better at speaking to people you've already spoken to. Everyone with less difficulty than your highest reached difficulty is 25% easier to talk to. Your highest reached is saved 2 separate times per map, and increases for every 2 INT you have.<br/><br/>
                        Study: When you gain enough rapport for a person for the first time, you gain access to their knowledge, but you then need to study and think about what they've told you. You gain 200 max knowledge from the first person in a map, and -2 for each subsequent one, but you can only gain the knowledge once per person. Every 1000 knowledge that you study gives 1 permanent INT.
                    -->
                    训练：你的物理能力会随循环而重置，但是你会有越来越好的记忆能力。当训练完成时，您的天赋将随着【进取】能力而增加。增益是进取值和领导值之差的2%。
                    <br/><br/>
                    聊天：每个地图有可以交谈的人数有上限。当你完成这个行动后，对方在融洽进度中会试图与你分享秘密、直至把你介绍给下一位朋友。每次轮回中，你应该从最容易交谈的人开始。
                    <br/><br/>
                    每位朋友都有一个【难度】修正值。第一位朋友的难度由等级决定，之后的每人都会加+0.1的难度。你需要每位（10*难度）的融洽度来获得他们的秘密。
                    <br/><br/>
                    如果难度高于你的魅力，你需要一个额外的（（难度-魅力）^2）*5的融洽进度。但是完成后，您获得的魅力经验等于（难度值-魅力值）/10，四舍五入到最近的1%。例如，如果您有2点魅力，并且完成与难度3的人的交谈，那么您的魅力值将提高到2.1。如果您再次与他们交谈，您的魅力值将上升到2.19。
                    <br/><br/>
                    你获得的融洽度与你的魅力值相当，但如果你之前已经和他们交谈过、就可以得到奖励。因为你记得这些对话，你就可以更好地与你已经交谈过的人交谈。每个人都比你达到的最高难度低25%的人更容易交谈。您达到的最高值在每个地图上分别保存2次，并且按每2点智力增加一次。
                    <br/><br/>
                    研究：当你第一次由一位朋友获得足够的融洽度时，你就可以接触到他们的知识，但是你需要研究并思考他们告诉你的事情。你从地图上的第一位朋友那里获得最多200点知识，然后从每个新朋友的所获都会减少2个，但是你只能从每个新朋友那里获取一次知识。你所学的每1000个知识就可以增长1点永久智力。
                    <br/><br/><br/><br/>
                </div>
                <div id="infoBox8" style="display:none;">
                    <div class="title">
                        <!--Blessings-->祝福
                    </div>
                    <!--
                        Give praise to the spirits and they'll reward you in turn. Build up faith with Shrines, Altars, and Tribute in the castle and then use 100 * Faith wood to give tribute for a specific blessing. Blessings apply immediately to your units, the King, and any future created units.<br/><br/>
                        You gain tribute equal to your Faith (if you have enough wood), but with a bonus if you've finished communing with the spirits before. Because you remember the connection, you get 10% better at receiving blessings you've already had, up to (4 + INT)
                    -->
                    赞美那些灵魂，他们会反过来奖赏你。在城堡中用神龛、祭坛和贡品来建立信仰，然后用100*信仰木为特定的祝福献祭。祝福立即适用于你的部队、国王和任何未来创建的部队。
                    <br/><br/>
                    你获得等同于你的信仰力的贡品（如果你有足够的木材），但是如果你之前已经和灵魂交流过，你将得到额外的奖赏。因为你已建立联结，你在接受你已拥有的祝福时会得到10%的加成，最多（4+智力值）。
                    <br/><br/><br/><br/>
                </div>
            </div>
        </div>

        <div id="storyInfoBox" style="width:700px;height:320px;top:30px;display:none;overflow:auto;overflow-x: hidden;padding-top:5px;" class="kingColorH small abs">
            <div class="title">
                <!--Story-->故事
                <div class="medium">
                    <!-- - Page -->——页面 
                    <div id="storyPageNum">0</div>
                </div>
            </div>
            <div id="prevStoryArrow" class="fa fa-arrow-left abs clickable" style="left:10px;top:3px;" onclick="prevStory()"></div>
            <div id="nextStoryArrow" class="fa fa-arrow-right abs clickable" style="right:10px;top:3px;" onclick="nextStory()"></div>
            <div id="storyContainer" style="padding:5px;margin-top:5px;"></div><br/>
            <textarea id="storyJournal" style="width:350px;height:17px;" placeholder="Add to your journal" onchange="diaryChanged()"></textarea>
        </div>

        <div id="changelogContainer" class="abs extrasColorH" style="top:30px;width:700px;padding-bottom:10px;display:none;padding-top:5px;">
            <!--
                Too much changing in beta. This is where they'll go, though.
            -->
            测试版beta会有很多变化。不过，这里是它们将要充实的地方。
        </div>

        <div id="extrasContainer" class="abs castleColorH" style="top:30px;width:700px;padding-bottom:10px;display:none;padding-top:5px;">
            <a href="https://discord.gg/EmRuWPp" target="_blank" >
                <!--Link to Discord-->欢迎访问【Dicord】，联系作者和很多与你同好的朋友。
            </a><br/>
            <!--
                Thank you all for being such an amazing community! You're great :)
            -->
            感谢大家一起营建了这样一个令人心醉的社区！你很棒哦:)
        </div>
    </div>

    <div style="width:704px">
        <div style="width:700px;vertical-align:top;">
            <div id="warMap" style="width:100%;height:405px;position:relative;text-align:center;" class="unitsColorH">
                <div id="prevLevel" class="fa fa-arrow-left clickable hidden" style="" onclick="prevLevel()"></div>
                <div>
                    <div class="title" style="font-weight:normal">
                        <!--War Map - -->地图——
                        <div id="mapName"></div>
                    </div>
                </div>
                <div id="nextLevel" class="fa fa-arrow-right clickable hidden" style="" onclick="nextLevel()"></div>
                <div style="position:absolute;border:1px solid;bottom:2px;right:2px">
                    <div id="kingToMove" class="clickable showthat" style="border:2px solid rgba(255, 255, 0, 1)" onclick="switchMapMoveUnits('king')">
                        <img src='img/king.svg' class='largeIcon imageDragFix'>
                    </div><div id="unitsToMove" class="clickable showthat hidden" style="border:2px solid rgba(255, 255, 0, 0)" onclick="switchMapMoveUnits('units')">
                        <img src='img/units.svg' class='largeIcon imageDragFix'>
                    </div><div id="heroesToMove" class="clickable showthat hidden" style="border:2px solid rgba(255, 255, 0, 0)" onclick="switchMapMoveUnits('heroes')">
                        <img src='img/heroes.svg' class='largeIcon imageDragFix'>
                    </div>
                </div>
                <div id="warMapActions"></div>
            </div>
            <div style="width:100%;height:10px;background-color:#dbdff3;display:block;">
                <div id="manaBar" style="width:80%;height:100%;background-color:rgb(130, 147, 255);vertical-align:top;"></div>
            </div>
        </div>

        
        <div style="margin-top:4px;width:150%">
            <div id="goldContainer" class="showthat hidden" style="width:100px;">
                <img src='img/gold.svg' class='largeIcon imageDragFix' style="vertical-align:bottom">
                <div id="gold"></div>
                (+<div id="goldPerTick" class="bold"></div>)
                <div class="showthis">
                    <!--Non-rounded Gold: -->初始金子：
                    <div id="actualGold" class="bold"></div><br/>
                    <!--Per second: -->每秒：
                    <div id="goldPerSecond" class="bold"></div>
                </div>
            </div><div id="woodContainer" class="showthat hidden" style="width:100px">
                <img src='img/wood.svg' class='largeIcon imageDragFix' style="vertical-align:bottom">
                <div id="wood"></div>
                (+<div id="woodPerTick" class="bold"></div>)
                <div class="showthis">
                    <!--Non-rounded Wood: -->初始木材：
                    <div id="actualWood" class="bold"></div><br/>
                    <!--Per second: -->每秒：
                    <div id="woodPerSecond" class="bold"></div>
                </div>
            </div><div id="favorContainer" class="showthat hidden" style="width:100px">
                <img src='img/favor.svg' class='largeIcon imageDragFix' style="vertical-align:bottom">
                <div id="favor"></div>
                <div class="showthis">
                    <!--Favor-->声望：
                </div>
            </div><div id="soulCContainer" class="showthat hidden" style="width:100px">
                <img src='img/soulC.svg' class='largeIcon imageDragFix' style="vertical-align:bottom">
                <div id="soulC">0</div>
                <div class="showthis">
                    <!--Non-rounded Soul Crystals: -->初始魂晶：
                    <div id="actualSoulC" class="bold"></div><br/>
                    <!--
                        When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining.
                    -->
                    当你重启地图时，每剩余10000金子、就会得到1个魂晶。
                </div>
            </div><div class="showthat" style="width:65px">
                <img src='img/mana.svg' class='largeIcon imageDragFix' style="vertical-align:bottom">
                <div id="mana"></div>
                <div id='manaTooltip' class="showthis"></div>
            </div>
            <div id='pausePlay' onclick='togglePause()' class='button' style="width:40px;">
                <!--Play-->行动
            </div>
            <div onclick='clickRestart()' class='button'>
                <!--Restart-->重新开始
            </div>
            <div id="clearCurrentList" class='button'>
                <!--Clear Current List-->清除计划
            </div>
            <div style="margin-left:5px" class="small">
                <!--Reason for restart: -->重置提示：
                <div id="restartReason" class="bold" style="width:65px;"></div>
            </div>
            <div style="margin-left:15px;" class="small">
                <!--Bonus Ticks-->奖钟
            </div>
            <div id="bonusButton" class='button'> >>> </div>
            <div class="bold small" id="bonusSeconds" style="width:40px"></div>
        </div>

    </div>

    <div style="width:378px;height:350px;vertical-align:top;">
        <div style="height:80px;position:relative;width:280px;" class="kingColorH">
            <div class="title">
                <!--Stats-->状态
            </div>
            <div id="kingOtherInfo" class="abs" style="left:0;top:0">
                <div id='kingStats' class="abs" style="left:10px;top:30px;width:250px">
                    <div style='font-size:20px'>
                        <!--Level -->等级 
                        <div id="kingLevel" class="bold"></div>
                    </div>
                    <div style="position:relative;width:100%;height:17px;background-color:rgb(223,194,249);margin-bottom:3px;">
                        <div class="abs" id="expProgress" style="left:0;top:0;height:100%;width:20%;background-color:rgba(179,92,249,0.8)"></div>
                        <div class="abs" id="exp" style="left:0;top:0;"></div>
                    </div>
                    <div class="abs small" style="left:80px;top:9px;">
                        <!--GAIN: -->进取：
                        <div id="rflxGain" class="bold"></div></div>
                    <div class="abs small" style="left:80px;top:-3px;">
                        <!--RFLX: -->天赋：
                        <div id="rflxCur" class="bold"></div>
                    </div>
                    <div class="abs small" style="left:80px;top:-15px;">
                        <!--CAP: -->领导：
                        <div id="rflxCap" class="bold"></div>
                    </div>
                    <div id="statLabel1" class="abs small hidden" style="left:170px;top:9px;">
                        <!--WIS: -->精神：
                        <div id="wis" class="bold"></div>
                    </div>
                    <div id="statLabel2" class="abs small hidden" style="left:170px;top:-3px;">
                        <!--CHA: -->魅力：
                        <div id="cha" class="bold"></div>
                    </div>
                    <div id="statLabel3" class="abs small hidden" style="left:170px;top:-15px;">
                        <!--INT: -->智力：
                        <div id="int" class="bold"></div>
                    </div>
                </div>
            </div>
        </div>
        <div style="height:300px;margin-top:10px;width:351px">
            <div style="width:100%;height:20px;" class="large bold">
                <div id="kingListSelector" class="listSelector kingColor" onclick="switchListTab(0)">
                    <!--King -->国王 
                    <img id="kingTabSleep" src='img/sleep.svg' class='smallIcon imageDragFix tabSleep'>
                </div>
                <div id="castleListSelector" class="listSelector castleColor" onclick="switchListTab(1)">
                    <!--Castle -->城堡 
                    <img id="castleTabSleep" src='img/sleep.svg' class='smallIcon imageDragFix tabSleep'>
                </div>
                <div id="unitsListSelector" class="listSelector unitsColor" onclick="switchListTab(2)">
                    <!--Units -->部队 
                    <img id="unitsTabSleep" src='img/sleep.svg' class='smallIcon imageDragFix tabSleep'>
                </div>
            </div>
            <div id="kingListContainer" class="listContainer" style="display:block;"><div id="kingCurActions" class="actionListLeft kingColorD"></div><div id="kingNextActions" class="actionListRight kingColorH"></div></div>
            <div id="castleListContainer" class="listContainer"><div id="castleCurActions" class="actionListLeft castleColorD"></div><div id="castleNextActions" class="actionListRight castleColorH"></div></div>
            <div id="unitsListContainer" class="listContainer"><div id="unitsCurActions" class="actionListLeft unitsColorD"></div><div id="unitsNextActions" class="actionListRight unitsColorH"></div></div>
        </div>
    </div>

    <div style="width:1300px">
        <div style="background-color:#c4c9e6;height:219px;">
            <div id="castleActionContainer" class="mainActionList castleColorH" style="position:relative;width:332px;">
                <div id="castleLabel1" style="display:block;text-align:center;margin-top:5px;margin-bottom:5px;" class="large bold hidden">
                    <!--Castle Actions-->城堡行动
                </div>
                <div id="castleLabel2" style="width:125px;text-align:center;" class="bold hidden">
                    <!--Income-->收入
                </div>
                <div id="castleLabel3" style="width:125px;text-align:center;" class="bold hidden">
                    <!--Army-->军队
                </div>
                <div id="castleLabel4" style="width:70px;text-align:center;" class="bold hidden">
                    <!--Spirits-->灵力
                </div>
                <div id="castleActionList" class="abs" style="left:0;top:50px;"></div>
            </div>
            <div id="kingActionContainer" class="mainActionList kingColorH" style="position:relative;width:270px;">
                <div id="kingLabel1" style="display:block;text-align:center;margin-top:5px;margin-bottom:5px;" class="large bold hidden">
                    <!--King Actions-->国王行动
                </div>
                <div id="kingLabel2" style="width:76px;text-align:center;" class="bold hidden">
                    <!--Auras-->光环
                </div>
                <div id="kingLabel3" style="width:50px;text-align:center;" class="bold hidden">
                    <!--Growth-->成长
                </div>
                <div id="kingLabel4" style="width:135px;text-align:center;" class="bold hidden">
                    <!--Blessings-->祝福
                </div>
                <div id="kingActionList" class="abs" style="left:0;top:50px;"></div>
            </div>
            <div id="optionsContainer" class="mainActionList extrasColorH hidden" style="position:relative;width:70px;vertical-align:top;">
                <div style="display:block;text-align:center;margin-top:5px;margin-bottom:5px;" class="large bold">
                    <!--Options Actions-->副选行动
                </div>
                <div id="otherActionList" class="abs" style="left:0;top:50px;"></div>
            </div>
            <div style="width:380px;height:100%;vertical-align:top;position:relative;">
                <div id="deselectButton" class="abs fa fa-ban clickable" style="left:10px;top:5px;cursor:pointer;display:none;" onclick="deselect()"></div>
                <div id="optionsMenu" class="abs fa fa-cog clickable" style="right:10px;top:5px;cursor:pointer;" onclick="openExtras()"></div>
                <div id="storyMenu" class="abs fa fa-book clickable" style="right:40px;top:5px;color:red;" onclick="openStory()"></div>
            <div id="infoMenu" class="abs fa fa-question clickable" style="right:70px;top:5px;" onclick="openInfoBox()"></div>
            <div style="display:block;text-align:center;margin-top:5px;margin-bottom:5px;" class="large bold">
                <!--Info Box-->信息框
            </div>
            <div id="defaultInfoBox" style="display:none;">
                <div id="actionInfoDivKing" style="display:none;width:100%"></div>
                <div id="actionInfoDivCastle" style="display:none;width:100%"></div>
                <div id="actionInfoDivUnits" style="display:none;width:100%"></div>
            </div>
                <div id="infoBoxList" style="width:100%;height:180px;display:none;"></div>
                <div id="addButtons" style="text-align:center;display:none;margin-top:-15px;">
                    <div class="button" style="margin-top:-20px;" onclick="addAction()">
                        <!--Add Action-->添加行动
                    </div>
                </div>
                <div id="extrasInfoBox" style="width:100%;height:189px;vertical-align:top;position:absolute;top:30px;display:none;" class="extrasColorH">
                    <div class="title">
                        <!--Extras-->额外选项
                    </div>
                    <div id="optionsDiv" style="position:relative;height:170px;width:100%;">
                        <div style="width:100%;vertical-align:top">
                            <div class="button" onclick="exportCurrentList()">
                                <!--Export Current List-->导出行程表
                            </div>
                            <div class="button" onclick="exportMapList()">
                                <!--Export Map Lists-->导出地图档
                            </div><br/>
                            <div class="button" onclick="importList()">
                                <!--Import List(s)-->导入行程表
                            </div><textarea id="exportImportList" class="listTextInput" style="width:80px;" onclick="this.select();"></textarea><br/>
                            <div class='control'>
                                <input type='checkbox' id='pauseBeforeRestart'><label for='pauseBeforeRestart'>
                                <!--Pause when next list is empty--> 重新开始前暂停
                                </label>
                            </div><br/>
                            <input type="checkbox" id="pauseListEmpty" checked>
                            <label for="pauseListEmpty">
                                <!--Pause when next list is empty--> 行动结束时暂停
                            </label><br/>
                            <input type="checkbox" id="pausePlaceCleared" checked>
                            <label for="pausePlaceCleared">
                                <!--Pause when a place is cleared--> 地点清洗后暂停
                            </label><br/>
                            <div id="directWorkerBonus" class="showthat hidden">
                                <input type="checkbox" id="keepBuild">
                                <label for="keepBuild">
                                    <!--Keep Direct Worker bonus at-->持续指导工人：
                                </label> <input id="buildValue" type="text" class="listTextInput" value="1.5" onchange="changeBuildValue()" onclick="this.select();">
                                <div class="showthis">
                                    <!--
                                        If you want to improve INT without messing up your action timing, use this option to keep things stable. The valid range is between 1.5 and your max. Uncheck to always use your max.
                                    -->
                                    如果您希望在不打乱计划的情况下改进智力，请使用此选项以保持稳定。有效范围在1.5到最大值之间。取消总是匹配最大值的检查。
                                </div>
                            </div><br/>
                            <div class="button" onclick="exportSave()">
                                <!--Export Save-->导出存档
                            </div>
                            <div class="button" onclick="save()">
                                <!--Save-->保存
                            </div>
                            <div class="small">
                                <!--Auto Saving in -->自动保存于
                                <div id="saveTimer" class="bold"></div>
                            </div><br/>
                            <div class="button" onclick="importSave()">
                                <!--Import Save-->导入存档
                            </div> <textarea id="exportImportSave" class="listTextInput" style="width:80px;" onclick="this.select();"></textarea><br/>
                        </div>
                    </div>
                </div>
            </div>
        </div>
    </div>

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    <script src="storyAndTutorial.js?1"></script>
    <script src="unlockLists.js?1"></script>
    <script>
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    </script>
    <script>
        //进入游戏主进程
        startGame();
    </script>
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